Electronic aid for games of chance

ABSTRACT

A programmable apparatus serving as an aid for assisting a player in the performance of a game of chance is disclosed. The programmable apparatus has prestored quantities that are accessed in response to the player entering numerical quantities. The programmable apparatus compares the entered quantities against prestored values to determine the win/lose status of the game being played.

CROSS-REFERENCE TO RELATED APPLICATIONS

[0001] This application is a continuation-in-part of U.S. patentapplication Ser. No. 08/709,221 filed Sep. 3, 1996.

BACKGROUND OF THE INVENTION

[0002] 1.0 Field of the Invention

[0003] This invention relates to the art of electronic games of chanceand, more particularly, to a computerized Bingo aid that permits a Bingoplayer to store and play a plurality of games of chance, such as Bingoand instant win/lose lottery tickets.

[0004] 2.0 Description of Related Art

[0005] As is well known, Bingo is a very popular game of chance whereinrandomly selected numbers are called out in the sequence of theirselection by a game operator and players utilize cards on which areprinted numbers corresponding to some of those which are called. Themost common Bingo card is a five-by-five matrix containing numberedspaces in five vertical columns intersected by five horizontal rows. Thecentermost space is usually a free space and, hence, only 24 randomlyselected numbers are printed on each card. After a number has beenrandomly selected and called out by an operator, each player places amarker or the like on the space on his Bingo card containing the callednumber if, in fact, it is present on his Bingo card. The playersparticipate then in a game of chance to establish which will firstobtain a series of numbers in a predetermined pattern, such as astraight line which is aligned vertically, horizontally or diagonallyand calls out “Bingo.”

[0006] Frequently, Bingo players play games on two different types ofcards; namely hard cards and special cards. Hard cards are distributedon cardboard cards and are used repeatedly during play for usuallyplaying straight Bingo games or double Bingo, meaning that a Bingo iswon when the first player achieves a straight line either vertically,horizontally or diagonally. The special cards are distributed on sheetsof paper to be played for only one game. These are typically used forspecial Bingo games which are completed in patterns known as, X shape,picture frame shape, fill up shape, U-shape or C-shape and other specialpatterns all known in the art. It is known that some players are able toplay thirty (30) or more cards at a time, while others have difficultykeeping up with the numbers called by the operator when playing morethan four or five cards. These discrepancies are true whether the gameis played with hard cards or special cards.

[0007] Devices that assist or aid in managing tasks associated with theBingo are known and one such aid is disclosed in U.S. Pat. No. 4,378,940('940) issued Apr. 5, 1983, and herein incorporated by reference. Theaid of the '940 patent while assisting a user during a Bingo gameburdens the user by requiring him/her to use a card-reader to read thecontents of a Bingo card to be played into the device. Further, the aidof the '940 patent is a stand-alone device not having any provisions fora communication link with another aid, such as, a computer to furtherassist or monitor the performance of the game of chance exemplified byBingo. It is desired that an aid be provided that assists a playerperforming a game of chance, such as Bingo, but does not require a userto manipulate a card reader. Such an aid would also allow for acommunication link with another system of the same invention or computersystems. The systems would be used in managing the game or monitoringsales activity.

[0008] While playing Bingo, the player may also participate in asecondary game of chance that employs a form of lottery tickets. Thesetickets are also known as instants or pull-tabs and may be purchasedfrom roaming vendors while the Bingo game is being played. The playerrips open the ticket to instantly see if he/she has a predeterminedpattern that indicates a winner. Such patterns include, but are notlimited to, symbols, letters, numbers, words or phrases. The luckyplayer can then redeem the ticket upon finding one with a winningpattern. Bingo players encounter increased difficulty in playing theirBingo cards while playing these lottery tickets. It is desired that anaid be provided to assist a player of lottery tickets and to have thisaid free of card reader manipulations, yet allow, if desired, the aid tobe interconnected to a computer, via a communication link.

OBJECTS OF THE INVENTION

[0009] It is a primary object of the present invention to provide an aidfor game of chances, such as Bingo and/or lottery tickets, that is freeof any user interaction with a card reader to read the contents of Bingocards, and/or lottery tickets, into the aid itself before the game ofchance can be initiated.

[0010] It is a further object of the present invention to provide an aidwith computer capabilities for the performance of games of chances andhaving the provisions for establishing a communication path with anothercomputer to assist in or monitor the performance of the game of chance.

[0011] It is another object of the present invention to provide acomputerized Bingo aid that permits a Bingo player to store severalBingo cards and instant lottery tickets, thereby permitting a player toplay a greater number of cards and lottery tickets at any one time thanhe/she might otherwise.

[0012] It is a still further object of the present invention to providea computerized Bingo aid capable of communicating with a personalcomputer, another computerized Bingo aid, or a telephone modem.

[0013] It is a still further object of the present invention to providea computerized Bingo aid that permits the selection of various brands ofprestored Bingo cards or Bingo cards that are manipulated by analgorithm to determine the win/lose status of the one or more gamesbeing conducted.

[0014] It is a still further object of the present invention to providea computerized Bingo aid that permits the selection of an identificationcode stored in the computerized aid that identifies a plurality ofbrands of Bingo cards to be played, that resides on one board, sheet orany other form of media.

[0015] It is a still further object of the present invention to providea computerized Bingo aid that permits the prestoring of the aforesaididentification code.

[0016] It is a still further object of the present invention to providea computerized Bingo aid capable of selecting a plurality of both hardcards and special cards.

[0017] It is a still further object of the present invention to providea computerized Bingo aid that permits the selection of various brands ofprestored instant tickets.

[0018] It is a still further object of the present invention to providea computerized Bingo aid that permits the player to have a prestoredcash account within the aid that can be debited to pay for the Bingocards and instant tickets.

[0019] It is a still further object of the present invention to providesuch a computerized Bingo aid that permits the player to have aprestored cash account within said Bingo aid that can be creditedwhenever a game has been won on a Bingo card or instant ticket.

[0020] It is a still further object of the present invention to providesuch a computerized Bingo aid that permits the selection of variousprestored games or groups of Bingo games to be played in the Bingocards.

[0021] It is a still further object of the present invention to providea computerized Bingo aid capable of simultaneously playing a pluralityof Bingo games on individual Bingo cards, each card being representativeof one chance at winning a game.

[0022] It is a still further object of the present invention to providea computerized Bingo aid capable of simultaneously playing a pluralityof Bingo games on a board, sheet or any other form of media, that iscomposed of a multiple number of individual Bingo cards. The board,sheet or any other form of media is in itself representative of onechance at winning a game.

[0023] It is a still further object of the present invention to providea computerized Bingo aid that provides visual and audible indications tothe player when a game has been won on a Bingo card.

[0024] It is a still further object of the present invention to providesuch a computerized Bingo aid that provides visual and audibleindications to the player when a game has been won on an instant ticket.

[0025] It is a still further object of the present invention to providea computerized Bingo aid that permits the player to simultaneously playinterrelated games on Bingo cards and instant tickets.

[0026] Another object of the present invention is to provide acomputerized Bingo aid that is preprogrammed for a herein termed“prestored game schedule” which allows a player to play a session ofgames without requiring the player to enter the sheet number of thebingo cards to be played along with the game pattern to be played foreach and every game within the session of bingo that is to be played.

[0027] Furthermore, it is an object of the present invention to providemeans to edit and update prestored game schedules.

SUMMARY OF THE INVENTION

[0028] The invention is directed to a programmable apparatus serving asan aid for assisting a player in performing games of chances and havingprestored quantities that are accessed in response to player's enteredquantities. In general, and as to be further described herein, theplayer identifies the brand of cards to be played, selects the cards tobe played and then selects the games to be played. The player may alsoselect a so called “schedule,” having a brand of cards, the cards andgames to be played having been previously selected and stored within theprogrammable apparatus.

[0029] The programmable apparatus comprises a processor, a readablememory, interactive means for providing an interactive dialogue for aplayer, and display means. The processor actions are directed by acomputer program and has a plurality of ports. The readable memorystores a block of data representative of predetermined numbers andrepresentative of predetermined patterns, wherein the predeterminednumbers and patterns are correlated to each so as to be constructed intogames of chance. The predetermined numbers and patterns are capable ofbeing accessed and manipulated by the processor in response to thecomputer program. The interactive means is connected to one of the portsand provides an interactive dialogue between a player and the processorduring the performance of the game of chance. The interactive meansallows the user to enter data associated with the game of chance. Thedisplay means is connected to one of the ports and provides a display ofthe stored block of data, the data entered by way of said interactivemeans, and the visual status of the game of chance as it is beingperformed.

BRIEF DESCRIPTION OF THE DRAWINGS

[0030]FIG. 1 is a block diagram of the programmable apparatus of thepresent invention.

[0031] FIGS. 2-19 are flow charts that cumulatively illustrate thesequence of operation of the programmable apparatus of the presentinvention.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0032] With reference to the drawing, wherein the same reference numbersindicate the same elements throughout, there is shown in FIG. 1 a blockdiagram of a programmable apparatus 10 of the present invention. Theprogrammable apparatus 10 comprises a central processing unit (CPU) 12,commonly referred to as a processor, a readable memory 14, a keypad 16serving as a control panel, and graphic display equipment 18.

[0033] In general, the programmable apparatus 10 provides assistance fora player, in an interactive manner, in the performance of a game ofchance, such as Bingo or lottery tickets. The processor 12 has aplurality of ports and its actions is directed by a computer programencoded in the readable memory 14. The readable memory 14 has storedthereon a block of data representative of predetermined numbers andrepresentative of predetermined patterns, wherein the predeterminednumbers and patterns are correlated to each other to construct a game ofchance, such as Bingo or lottery tickets. The control panel 16 serves asmeans, connected to one of the ports of the processor 12, for providingan interactive dialogue between a player, involved in a game of chance,and the processor 12 during the performance of the selected game ofchance. The control panel 16 also allows the player to enter dataassociated with the game of chance into the processor 12 and to initiateand control the selected game of chance. The control panel 16 comprisesa plurality of keys having the nomenclature shown in FIG. 1, but inaddition thereto, the function keys F1, F2, F3 and F4 of FIG. 1 may berespectively identified with pictorial representations of a star, apound symbol, a shamrock, and a heart. The graphic display 18 isconnected to one of the ports of the processor and displays block ofdata, the data entered by way of the control panel 16, and selectedevents and data that may occur during the performance of the selectedgame of chance.

[0034] The processor 12 services the control panel 16 by means of acommunication link comprising data paths 20 and 22 connected to one ofthe ports of the processor 12, and each of which operates with aninterrupt request (IRQ) implementation, known in the art. The processor12, via a communication link 24 connected to another of its portsservices, in a parallel manner, the nonvolatile R/W memory 14, a randomaccess memory (RAM) 26, a read only memory (ROM) 28 having embeddedtherein a boot-strap routine, a real time clock 30, and the graphicdisplay 18.

[0035] The processor 12 has an additional port 32 which accommodates amodem 34 that provides a communication path for the processor 12 totransfer and receive information from either a remote computer 36 oranother system of the same invention. More particularly, the modem 34provides a communication protocol between the processor 12 and anotherprocessor (not shown) situated in the remote computer 36. The readablememory 14 is capable of being programmed or re-programmed by computer 12via the serial port 24 and, furthermore, the readable memory of theremote computer 36 is capable of being programmed or re-programmed bycomputer 12 via modem 34.

[0036] The processor 12 has a further port 38 connected to a securitykey 40, whose operation and servicing thereof by a computer programrunning in the processor 12 provides protection of stored data in theprocessor 12 or in any of the memory storage devices, such as readablememory 14, against unauthorized access.

[0037] The processor 12 has another port 42 that is connected to apiezoelectric element 44 and a visual indicator 46 so that upondetermination by the computer program, the player may be provided withan audio and/or visual indication of a winning event occurring duringthe performance of a game of chance.

[0038] The processor 12 receives its excitation, via path 48, from apower supply 50 which also provides excitation to the graphic display 18via path 52. The processor 12, in addition to having a real time clock30 provided thereto, also provides for internal timing (in a mannerknown in the art) by the acceptance, via signal path 54, the output of acrystal 56 serving as an oscillator.

[0039] The programmable apparatus 10 is preferably a portable type andreceives excitation from a portable power source 58 comprising a chargecircuit 58A, a battery pack 58B, and a power supply 58C. The chargecircuit 58A is a battery charger circuit that receives energy at itsinput stage from an external power source 60 and provides a d.c. voltageat its output stage. The battery pack 58B comprises a plurality ofchargeable batteries connected across the output stage of the batterycharge circuit 58A and arranged to provide a cumulative voltage thereof.Once the batteries of the battery pack 58B are charged the chargecircuit 58A may be removed from the external source 60. The power supply58C has its input stage connected to and excited by the cumulativevoltage of the battery pack 58B, and provides a plurality of d.c.voltages 62 at its output stage consisting of −17 volts (62A), +5 volts(62B), and +12 volts (62C) all of which are interconnected (not shownfor the sake of clarity) to the elements shown in FIG. 1.

[0040] It is preferred that the readable memory 14 be a non-volatilememory, also known in the art as flash memory, such as that provided byan integrated circuit, but other readable memories are contemplated bythe practice of the invention, such as floppy disks, CD-ROMs, harddrives, or any computer-readable storage memory, wherein, the computerprogram code is loaded into and executed by the processor 12, and theprocessor 12 becomes a primary element of the apparatus for practicingthe present invention. The present invention can also be embodied in theform of computer program code, for example, whether stored in a storagemedium, loaded into and/or executed by a computer, or transmitted oversome transmission medium, such as over electrically wiring or cables,through fiber optics, or via electromagnetic radiation, wherein, whenthe computer program code is loaded into and executed by a computer, thecomputer becomes an apparatus for practicing the invention. Thecommunication link for such an application may be provided by the modem34 of FIG. 1. When implemented on a general-purpose microprocessor, thecomputer program code segments may configure the microprocessor tocreate specific logic circuits. The computer program related to theBingo and instant ticket games of chance of the present invention may befurther described with reference to FIGS. 2 through 17 which illustrate,by way of flow charts, the overall sequence of the operation of thepresent invention. The overall sequence is initiated by event 64 whichis shown in FIG. 2.

Operation of the System of FIG. 1

[0041] Event 64 shown in FIG. 2, occurs during power-up, and only atthis time, the central processing unit (CPU) 12 resets and beginsprogram execution and then passes control to program segment 66.

[0042] Program segment 66 indicates that the CPU 12 initiates and resetsall of its elements of its hardware. The CPU 12 is an integrated devicewhich has ancillary hardware that is fully programmable. Theprogrammable hardware is programmed to function in a required manner.The hardware includes parallel input/output ports (I/O), serial I/O,interrupt system, analog to digital converters, system clock and memorymapping all known in the art and some of which are illustrated inFIG. 1. After initialization, program segment 66 passes control toprogram segment 68.

[0043] Program segment 68 indicates that the system of FIG. 1 isoperated with two monitor programs that control all of the functions ofthe system. One program monitor controls the operations of acomputerized bingo system, while the other program monitor is used tocontrol the operations of a computerized instant ticket system. Thefirst and second monitors are downloaded from the nonvolatile read/writememory 14 to the system random access memory (RAM) 26. Running themonitors out of RAM 26 allows the system of FIG. 1 to conserve batterypower and also allows various functions to be altered based on certainconditions which may arise. After downloading, program segment 68 passescontrol to program segment 70.

[0044] Program segment 70 creates the condition that in order to beginthe game, scratch pad RAM must be cleared (i.e., set to all zeroes). Thefirst and second monitor programs use many of these locations to keepcount of various activities, or parameters, and to keep track of variousconditions. For example, the parameters include the number of hard (HC)and special (SC) (i.e., paper cards) bingo cards that are currently inplay, the number of instant tickets that can be drawn from, the numberof winning bingo cards or instant tickets and loop counters, to name afew. In order words, any parameters or conditions that must be initiallycleared are located in this area of control by program segment 70 which,when completed, passes control to program segment 72.

[0045] Program segment 72 is comprised of segments 72A and 72B which arerelated to displaying information. Program segment 70 provides forpictorial and text information to be displayed on the liquid crystaldisplay (LCD) generally indicated in FIG. 1 as graphic display 18. Thepictorial information is comprised of a series of 25 boxes that aregrouped together to form a facsimile of a bingo card, another boxshowing information that has to be typed in from the keyboard, and alogo that represents the system of FIG. 1. The text informationdisplayed on the graphic display 18 is in the form of a query. At thistime, the player must convey to the system of FIG. 1 the brand, type andnumber of bingo cards that comprise the board or sheet of paper thatwill be played on. The conveyance will be in the form of anidentification code (see program segment 72B) that will be typed intothe system utilizing the LOOK/DELETE key on the keyboard comprising thecontrol panel 16 of FIG. 1. The system of FIG. 1 responds with amomentary text message in the LCD (graphic display 18) describing thetype of cards that have been chosen. In some applications, theidentification code is prestored as part of the first monitor program.After completion, program segment 72 passes control to program segment74.

[0046] Program segment 74 indicates that the overall sequence of FIGS.2-17 is entering the game mode and interacts with a portion of workingmemory herein termed “match memory.” Match memory is cleared for bothhard and paper cards. At the start of any game, these memory locationsmust be cleared in order to indicate that no matches presently exist onany cards. After completion, program segment 74 passes control toprogram segment 76.

[0047] Program segment 76 indicates that at this time, the system ofFIG. 1 waits for a key closure on the keyboard on the control console16. When a key is pressed, it will be detected and then decoded byprogram segment 76. After completion, program segment 76 passes controlto program segment 78 composed of segments 78A and 78B.

[0048] Program segment 78 monitors for the occurrence of the LOOK/DELETEkey of the control console 16. If the LOOK/DELETE key is pressed, thesystem of FIG. 1 again responds with a momentary message describing thetype of cards that are currently in play. Also, the system of FIG. 1tests the battery voltage and in turn places a picture of a battery inthe LCD display (see program segment 78B). The picture graphicallyconveys to the player the level of charge that currently resides withinthe battery. It should be noted at this time that the system of FIG. 1is always monitoring the battery voltage and informs the player when alower battery condition arises. After completion, program segment 78passes control to program segment 80, shown on FIG. 3, composed ofsegments 80A, 80B, 80C and 80D.

[0049] Program segment 80 determines if either of the HARD CARD (programsegment 80A) or PAPER CARD (program segment 80C) keys are pressed, and,if so, the system of FIG. 1 respectively determines the serial numbersof the bingo cards (see program segments 80B and 80D) that have beenchosen to be played, and then display them in the LCD (graphic display18) display. Repeatedly pressing either of the aforesaid keys allows theplayer to scroll through and view all the bingo cards that have beenchosen to be played for the respective key that was chosen. Aftercompletion, program segment 80 passes control to program segment 82composed of segments 82A, 82B and 82C.

[0050] Program segment 82 determines if the PLAY key of the controlconsole 16 is pressed, and, if so, the system of FIG. 1 is commanded toreceive one or more sets of electronic instant tickets from a point ofsale (POS) terminal via the serial channel input shown in FIG. 1 ascommunication link 32. The player would choose the brand and type oftickets to be loaded prior to the transfer via communication link 32.After completion, program segment 82 passes control to program segment84 composed of segments 84A, 84B, 84C and 84D.

[0051] Program segment 84 determines if a number key is pressed (0through 9), and, if so, the current contents of a memory buffer withinthe working memory for the CPU 12 are shifted left one digit. The numbercorresponding to the pressed key is then inserted into the vacated rightdigit. The contents of the memory buffer is in turn displayed in the LCD(graphic display 18) display. After completion, program segment 84passes control to program segment 86, shown in FIG. 4, composed ofsegments 86A, 86B and 86C.

[0052] Program segment 86 allows for various system functions to becalled up by pressing the LOOK/DELETE key. Each called-up function isidentified with a special code. Such functions include the followingabilities and commands: a) ability to alter the aforesaid identificationcode (see program segment 78B) that identifies the type of cards thatare being played; b) initiating a diagnostic test of the system; and c)the allowance of the entry of a special combination code that “unlocks”the system of FIG. 1. Each system is designed to be used a predeterminednumber of days or times. The system of FIG. 1 can be shut down after aperiod of time if the user of the system of FIG. 1 has failed toreimburse the owner of the system of FIG. 1 for its use. The functionprovided by program segment 86 further includes the following abilitiesand commands: a) ability to alter the maximum number of bingo cards thatcan be played for any one game; b) ability to alter the maximum numberof sequential bingo games that can be played; and c) initiating aprogramming of the system. The system of FIG. 1 may be designed to haveall or part of its application programs and fixed data, including bingocards, downloaded to it from a personal computer or another system ofthe same invention by way of the modem 34 of FIG. 1. This allows thesystem of FIG. 1 to enter a “learn” mode for the purpose of receivinginformation or a “teach” mode for the purpose of programming anothersystem having a CPU, such as CPU 12.

[0053] All of the aforesaid functions associated with program segment 86are not normally made available to the player, but are reserved for theproprietor of the system of FIG. 1, and the operator of the gaming hallwherein the system of FIG. 1 is normally used. After completion, programsegment 86 passes control to program segment 88 composed of segments88A, 88B, 88C, 88D and 88E.

[0054] Program segment 88 determines if either of the HARD CARD or PAPERCARD keys of the control console 16 is pressed, and, if so, the systemof FIG. 1 respectively determines if the maximum number of cards havealready been chosen to be played. If the maximum number of bingo cardshave in fact already been chosen, the system responds with a momentarymessage informing the player of this fact. Program segment 88B or 88D,interacting as shown in FIG. 4, passes control to program segment 90.

[0055] Program segment 90 calculates the serial numbers of each bingocard that reside on the board or sheet for the type of bingo cards thathave been previously chosen (see program segment 82). The serial numberthat was entered by the player is the basis on which the remainingserial numbers on the sheet are determined. After completion, programsegment 90 passes control to program 92.

[0056] Program segment 92 operates in a manner determined by the type ofcard chosen to be played. More particularly, depending on the type ofcards that have been chosen to be played, the serial number of aparticular bingo card pertains to one of two types of cards. The firsttype is cards that have previously been prestored within the nonvolatileread/write memory 14 of the system of FIG. 1. The other type is cardsthat are calculated with an algorithm. The algorithm calculates a largelibrary of bingo cards that contain nonrepeating permutations. Theaforesaid serial number is now used to either find and read a prestoredbingo card, or calculate one, and then store it within the system RAM 26of FIG. 1. After completion, program segment 92 passes control toprogram segment 76 of FIG. 2 previously discussed. However, if programsegment 92 was never entered, that is, program segment 88 of FIG. 4passed control to program segment 94, then program segment 94 isperformed.

[0057] Program segment 94 is composed of segments 94A, 94B and 94C andis performed if the system of FIG. 1 is designed to play a multi-facetedtype of bingo game. Many bingo games are nothing more than the achievingof only one pattern of any of the cards. Others are comprised ofmultiple patterns in which any of the patterns can occur at any time onthe cards. Play is continued until all of the patterns have beenachieved. Still others are comprised of achieving a particularpattern(s) on a predetermined number of bingo cards on the same sheet orboard Program segment 94 determines if either of the HARD GAME or PAPERGAME key is pressed, and, if so, the system of FIG. 1 utilizes thepattern number that has been typed in to identify the same pattern andtype of game that is to be played for the respective key that waschosen. For example, pattern #27 is a letter “X” game. If the playertypes in “00027” or “10027” via the keypad of the control console 16,the system of FIG. 1, more particularly the programs being run in CPU12, understands this to mean that one bingo card is needed with thepattern “X” in order to be a winner. However, if the player conveys apattern number of “40027” via the keypad of the control console 16, thesystem, more particularly the application programs being run in the CPU12, will understand this to mean that four (4) bingo cards, on the samesheet, are needed with the pattern “X” in order to be a winner. In someapplications, the game pattern numbers is prestored as part of themonitor in the form of a game schedule for the session of games to beplayed. If neither HARD GAME (segment 94B) nor PAPER GAME (segment 94A)key is depressed, program segment 94 passes control to program segment84C (previously discussed with reference to FIG. 3); however, if eitherkey HARD GAME OR PAPER GAME is depressed, program segment 94 passescontrol to program segment 96 of FIG. 5.

[0058] Program segment 96 indicates that the overall sequence of theprogrammable apparatus of FIG. 1 is now entering the play mode. Thesystem of FIG. 1 now provides new pictorial and text information on theLCD display (graphic display 18). The pictorial information stillconsists of a facsimile of a bingo card, a box that shows informationthat has been typed in from a keyboard, and the logo that represents thesystem of FIG. 1. However, the boxes within the bingo card willautomatically contain the numbers on the bingo card that is closest to awinning pattern. Since no numbers have been played yet for the scenariohereinbefore described, the system of FIG. 1 defaults and shows thecontents of the first bingo card that was chosen to be played. Whenevernumbers are played, any number on the displayed card that matches anumber that was played are indicated, or “marked,” with a reverse imageof that same number. The text information conveys the serial number ofthe current card that is being displayed, the number of cards that is inplay, the last three (3) numbers that were played and a list of all thenumbers that are needed to win on any given pattern. After completion,program segment 96 passes control to program segment 98 composed ofsegments 98A, 98B and 98C.

[0059] Program segment 98, in particular segment 98A scans the keyboardof the control console 16 and program segment 98B determines if theLOOK/DELETE key is pressed, and, if so, the system of FIG. 1 tests thebattery voltage (program segment 98C) and, in turn, places a picture ofa battery in the LCD display (graphic display 18). As before, thepicture graphically conveys to the player the level of charge thatcurrently resides within the battery. After completion, program segment98 passes control to program segment 100 composed of segments 100A,100B, and 100C.

[0060] Program segment 100 determines if either of the HARD CARD(segment 100A) or PAPER CARD (segment 100B) key is pressed, and, if so,the system of FIG. 1 respectively determines which cards are closest toa winning game pattern, and then starts to display (segment 100C) them.Repeatedly pressing either of the aforesaid keys allows the player toscroll through and view the contents of all the bingo cards that arebeing played for the respective key that was chosen. After completion,program segment 100 passes control to program segment 102 composed ofsegments 102A, 102B, and 102C.

[0061] Program segment 102, like program segment 100, determines ifeither of the HARD GAME (segment 102A) or PAPER GAME (segment 102B) keyis pressed, and, if so, the system of FIG. 1 changes the contents of theLCD display (graphic display 18) and lists the name of each game patternthat is in play for the respective key that was chosen. Aftercompletion, program segment 102 passes control to program segment 104composed of segments 104A and 104B.

[0062] Program segment 104 monitors for the pressing of the PLAY keywhich commands the system of FIG. 1 to change the contents of the LCDdisplay (graphic display 18) and list all of the numbers that have andhaven't been played. After completion, program segment 104 passescontrol to program segment 106, shown in FIG. 6, composed of segments106A, 106B, 106C and 106D.

[0063] Program segment 106 responds to function keys F1, F2, F3 and F4.The function keys (F1 through F4) are used to control the operation ofthe instant ticket side of the program means that is, the program beingrun in CPU 12. Each of the four function keys is further able to controla particular type of instant ticket that has been electronically loadedinto the system. In other words, F1 allows a player to play on instantticket #1, and F2 will allow a player to play on instant ticket #2, andso on. If either of keys F1, F2, F3 or F4 is depressed, program segment106 passes control over to the operation sequence to be described withreference to FIG. 15, or conversely, if none of the keys F1, F2, F3 orF4 is depressed, program segment 106 passes control to program segment108, shown in FIG. 7, composed of segments 108A, 108B, 108C and 108D.

[0064] Program segment 108 determines if a number key is pressed (0through 9), and, if so, the current contents of a memory buffer(previously discussed) are shifted left one digit. The numbercorresponding to the pressed key is then inserted into the vacated rightdigit. The contents of the memory buffer is in turn displayed in the LCDdisplay (graphic display 18). After completion, program segment 108passes control to program segment 110 composed of segments 110A and110B.

[0065] Program segment 110, in particular, segment 110A determines ifthe LOOK/DELETE key is pressed, and, if so, the system of FIG. 1 erases(program segment 110B) any indicated matches on the bingo cards for thenumber that was typed in. This in turn reflects on the contents of anydisplayed bingo card and on the numbers that were needed to win on anygiven pattern. After completion, program segment 110 passes control toprogram segment 112 composed of segments 112A, 112B, 112C, 112D and112E.

[0066] Program segment 112 makes a distinction between the functionsrelated to the HARD GAME and PAPER GAME keys. More particularly, at thisjuncture, the HARD GAME and PAPER GAME keys each has two differentfunctions. If no number has been played yet, the pressing of either ofthese two keys informs the system of FIG. 1 that the number that hasbeen typed in is an additional game pattern that must be played inaddition to the one previously described. The system can simultaneouslyplay a maximum of twelve (12) game patterns. If on the other hand, thegame pattern entry mode is locked out, (i.e., a number has been played),the pressing of either of these two keys (HARD GAME or PAPER GAME)informs the system of FIG. 1 that the number that has been typed in is agame pattern that must be deleted. This situation would arise wheneveranother player has won on a particular game pattern and it is nownecessary to remove the pattern that is no longer in play. As seen inFIG. 7, the program segment 112 has two exit paths, the first of whichis back to program segment 98 (previously described) of FIG. 5 by way ofsegment 112D or 112E and the second path of which is via segment 112B toprogram segment 114, shown in FIG. 8, composed of segments 114A, 114B,114C and 114D.

[0067] Program segment 114 determines if any of the function keys (F1through F4) is pressed, and, if so, the system of FIG. 1 determines ifany previously found progressive instant tickets contains the numberthat was typed in. As seen in FIG. 8, if any of the keys F1, F2, F3 orF4 is depressed, program segment 114 passes control to the operationalsequence to be described with reference to FIG. 17, or conversely, ifnone of the keys F1, F2, F3 or F4 is depressed, the program segment 114passes control to program segment 116 composed of segments 116A, 116B,116C, 116D and 116E.

[0068] Program segment 116 determines if the PLAY key is pressed, and,if so, the system of FIG. 1 electronically marks any bingo card thatcontains the number that was typed in. The number that was played iscompared to all the numbers on all the bingo cards in the bingo cardstorage area of RAM 26. This area will be either for hard cards or papercards depending on what type of cards is currently being played. If nomatch is found program segment 116 will prepare to compare the nextnumber in the storage area of RAM 26 of FIG. 1. As seen in FIG. 8,program segment 116 passes control by way of first, second, or thirdpaths, with the first path being by way of program segment 116A whichpasses control back to program segment 108C of FIG. 7 (previouslydescribed), the second path being by way of segment 116C to programsegment 118, shown in FIG. 9, composed of segments 118A and 118B, andwith the third path being by way of segment 116E to program segment 120composed of segments 120A (see FIG. 8) and 120B of FIG. 9.

[0069] Program segment 118 determines if a match was found (see program118A), and, if so, the memory location of the number with the match isstored in a table set up in an area of RAM 26. A register that is usedin keeping count of the total number of matches is now incremented. Ifthe second path related to program segment 118 was never entered, butrather the third path was followed then program segment 120 takescontrol from program segment 116.

[0070] Program segment 120 causes the advancement to the next number inthe bingo card. More particularly, advancing to the next number in thebingo card storage area is accomplished by program segment 120incrementing a memory pointer. The overall program being run in the CPU12 will stay in this loop until all the numbers on all the bingo cardshave been compared to the number that was played. If no matches werefound, the program will be ready to accept new numbers to be played. Asseen in FIG. 9, if no matches are found program segment 120B passescontrol to program segment 98A (previously discussed with reference toFIG. 5) and, conversely, if matches are found, program segment 120Bpasses control to program segment 122.

[0071] Program segment 122 operates so that the memory locations thatwere saved for every match are now used in “marking” that match on theproper bingo card. Some values or parameters must initially be set inorder to begin marking the bingo cards. The scan card number (SCN) ofprogram segment 122 must be set equal to one. The SCN value indicateswhich bingo card is currently being checked to see if the match is onit. A memory pointer is set to the area of match memory −3 for the typeof cards (hard card/paper card) being played. Upon completion, programsegment 122 passes control to program segment 124.

[0072] Program segment 124 fetches the location with a match from thetable in the temporary storage area. Utilizing this location, theprogram segment 124 can determine the offset value for the number withthe match. The offset value represents how far into the bingo cardstorage area the particular match was found. Upon completion, programsegment 124 passes control to program segment 126 composed of segments126A, 126B, and 126C.

[0073] Program segment 126 operates under the principle that every 24locations in the bingo card storage area represent one bingo card.Therefore, the offset value can be used to determine which bingo cardhad the match, and where on that card the match occurred. By continuallyreducing the offset value by 24, the SCN value can be updated to findthe card with the match. The remaining offset value that is less than 24indicates where on that particular card the match is located. As seen inFIG. 9, more particularly, as seen for segment 126C, when the offsetvalue is less 24, program segment 126 passes control to program segment128 composed of segments 128A and 128B.

[0074] Program segment 128 operates under the principle that once theSCN value has been determined, its corresponding area in match memorycan be found. In match memory every bingo card is represented by three(3) memory locations. Each bit within these three locations represents anumber on a bingo card or in other words, a location in the bingo cardstorage area. Hence, the SCN value can be used to determine the area inmatch memory that is used to represent a particular bingo card. Programsegment 128 passes control to program segment 130 composed of segments130A, 130B, 130C and 130D.

[0075] Program segment 130 operates under the principle that the finaloffset value indicates the location of a match on a bingo card. Thefinal offset value can range anywhere from 1 through 24. The value ofthis offset corresponds to the location of a bit in a card's matchmemory. As seen in FIG. 9, when the offset value is less than eight (8),program segment 130 passes control to program segment 132 composed ofsegments 132A, 132B and 132C.

[0076] Program segment 132 operates under the principle that once thebit location of the match is found in a card's match memory it will beset to indicate a match, or mark, on that card. Program segment 132 thendetermines if all the matches have been “marked” in the match memory ofthe bingo cards. If so, program segment 132 proceeds to check if anywinning bingo patterns have occurred. Upon completion, that is, upon aYES decision from program segment 132B, program segment 132 passescontrol to program segment 134 of FIG. 10.

[0077] Program segment 134 operates in a manner so that before checkingmatch memory for any possible winning bingo patterns, two parametersmust first be set and which parameters are as follows: a) the number ofbingo combinations needed to win a game and b) the number of differentbingo combinations that have to be checked for winning combinations.Except for double and triple bingo, which need two and threerespectively, all games require only one winning combination. Some formsof single, double and triple bingo may need varying amounts ofcombinations while the letter “X” for example, only has one. Dependingon which game is being played, the program must determine which valuesto use. Upon completion, program segment 134 passes control to programsegment 136 composed of segments 136A and 136B.

[0078] Program segment 136 operates in a manner so that at this time,two memory pointers are set to their starting values. The memorypointers are the base address for match memory and the first address ofa table in the program which holds all the possible winning bingocombinations for the game to be tested. These combinations are comparedwith the match memory of a bingo card to determine if the card has anypossible winning combinations. Upon completion, program segment 136passes control to program segment 138.

[0079] Program segment 138 consists of a loop counter which is loadedwith a value of three. Program segment 138 must loop three times inorder to compare the match memory for a bingo card against a particularbingo combination. Upon completion, program segment 138 passes controlto program segment 140 composed of segments 140A, 140B, 140C, 140D, and140E (see FIG. 11).

[0080] Program segment 140 operates under the principle that a bingocard's match memory and a bingo combination are both comprised of threebytes of data. A corresponding byte from each of them is now fetchedfrom their respective areas in memory and then compared with each other.This comparison is accomplished in a two step process. First, the twobytes are ANDed with one another. This masks out any bits that are setin the byte from match memory that are not needed in comparing with thebyte from the bingo combination. Secondly, the result is thenexclusively ORed with the byte from the bingo combination. If the resultwas zero, the byte from match memory is the same as the byte from thebingo combination. A possible winning bingo combination may therefore beon this bingo card. If the result was nonzero, it means that the bytefrom match memory is missing one or more bits which in turn means thatthis bingo card is missing one or more matches. The program will exitthe loop and determine if only one match is missing or more than one. Asseen in FIG. 11, program segment 140, that is, segment 140E is exited byway of two paths (YES or NO answer to the decisional block 140E) and ifa YES answer is yielded, it exits to program segment 142, but if a NOanswer is yielded it examines the number of times the routine has beenentered in a manner to be described.

[0081] Program segment 142 is composed of segments 142A, 142B, 142C, and142D and operates on memory pointers. More particularly, the memorypointers that are used to access match memory and the bingo combinationtable are now incremented by program segment 142, while the loop countis decremented. If the overall program running in the CPU 12 has notgone through the loop three times, program segment 142 loops back andrepeats the comparison loop. The loop must be completed three times inorder to compare all of the bingo card's match memory to one of thebingo combinations. The last segment 142D determines if the loop countis zero and if NO, passes control to segment 140A of FIG. 10 (previouslydiscussed), but if the answer is YES, segment 142D passes control toprogram segment 144 composed of segments 144A and 144B.

[0082] Program segment 144 indicates that the overall program reachesthis point under one of two possible conditions. Either a winning bingocombination was found on the bingo or the card was found to be missingonly one match. If a winning card was found, the winning card number isstored in a table and a counter that keeps track of the total number ofwinning cards found is incremented. However, if one number was found tobe missing, the card will not be counted as a winner. The one numberneeded to generate a winning card, plus any others, will now be saved.As seen in FIG. 11, program segment 144 passes control to the portion ofthe overall sequence of the present to be further described withreference to FIG. 12. As also seen in FIG. 11, and in a mannerpreviously described, if program segment 140E yields a NO answer, thenprogram segment 140E passes control to program segment 146 composed ofsegments 146A, 146B and 146C.

[0083] Program segment 146 operates under the principle that if thefinal result of the comparison between match memory and the combinationtable was nonzero, it means that for this bingo combination beingtested, there is one or more matches missing from this byte. Beforechecking to see how many matches are missing, a flag is tested to see ifthis portion of the program has been entered earlier while testing thesame match memory of a particular bingo card with the same bingocombination. The sole purpose of this routine is to seek out and findthe one number that needs a match in order for this bingo card to have awinning combination. In order for this to be true, only one of the threebytes of match memory should be missing a match when compared one byteat a time with a particular bingo combination. It is possible to haveone, two, or three bytes that are each missing one or more matches.Therefore, if this portion of the program is entered more than one timewhile comparing the match memory of a bingo card with the same bingocombination, it will automatically mean that there are at least twomatches missing on the card. If the program was found to have enteredthis routine twice, any previous number that was found to be missing amatch will be scratched from a table that will contain these numbers.Upon completion, program segment 146 passes control to program segment148.

[0084] Program segment 148 operates under the principle that if a bytefrom match memory does not match a byte from a combination table, theresult will be tested to see if one or more matches are missing.Whenever a match is missing, a logic “1” will be present in a bitlocation of the byte. If there is only a single logic “1” the programwill proceed to determine which number is missing a match. Otherwise, itmeans that there are at least two matches missing and the program willexit the routine. As seen in FIG. 11, if the answer to the decisionalblock of program segment 148 is YES, then program segment 148 passescontrol to program segment 150 composed of segments 150A, 150B, and150C.

[0085] Program segment 150 examines an address in memory. Moreparticularly, program segment 150 indicates the address of where thenumber, that is missing a match, is located in the bingo card storagearea. The address is calculated and then used to fetch the number fromRAM 26 of FIG. 1. A table in memory contains all the numbers that need amatch in order to generate a winning bingo combination. If the numberread from RAM 26 is already stored in the table, it will not be storedagain. If the number was not in the table, it will be stored and acounter will be incremented. As seen in FIG. 11, if the answer to thedecisional block of program segment 148 was NO, then program segment 148passes control to program segment 152 composed of segments 152A, 152Band 152C.

[0086] Program segment 152 operates under the principle that each typeof game has a certain number of bingo combinations that must be checkedagainst each card. The overall program being run in the CPU 12 willcontinually loop back until all the bingo combinations have beencompared to the same bingo card. Before the next bingo combination canbe checked, the memory pointer that is used to reference the bingocombination table is advanced to the next combination. As seen in FIG.11, program segment 152 may be exited by two different paths, with thefirst path being by way of segment 152B that passes control to programsegment 136B of FIG. 10 (previously discussed), and the second pathbeing by way of a YES answer to segment 152C which passes control toprogram segment 154.

[0087] Program segment 154 operates under the principle that most bingogames require that only one bingo combination appear on a card before awinner is declared. Others like double and triple bingo require two andthree combinations respectively. At this time, program segment 154determines how many bingo combinations are needed on a particular bingocard in order to win the game. Upon completion, program segment 154passes control to program segment 156, shown in FIG. 12, composed ofsegments 156A, 156B, and 156C.

[0088] Program segment 156 decides whether to retain any or all of thenumbers that were needed to generate a winning combination. The numberswould be retained if it was determined that zero or one bingocombinations were needed to win the game. However, in double bingo, ortriple bingo, the program at one point will indicate that it needs twoor more bingo combinations in order to win the game. When this occurs,the program must go back and delete those numbers that can generate onlyone possible winning bingo combination. Those numbers that can generatetwo or more winning bingo combinations will be retained as possiblewinning numbers. Upon completion, program segment 156 passes control toprogram segment 158 composed of segments 158A, 158B and 158C.

[0089] Program segment 158 operates on the principle that a counter isincremented once all the bingo combinations have been compared to thematch memory of a bingo card. This counter is used to keep count of allthe cards that have been checked. This count will be compared to thenumber of cards that are stored in the bingo card storage area of RAM26. If all the cards have not been checked, the program will prepare toloop back and check the next card. Once all the cards have been checked,the program will proceed to determine if any winning cards have beenfound. As seen in FIG. 12, program segment 158 passes control by way ofsegment 158C or 158B. Segment 158C passes control to program segment136A (previously described with reference to FIG. 10), whereas programsegment 158B passes control to program segment 160 composed of segments160 and 160B.

[0090] Program segment 160 determines if any winning bingo cards werefound by testing a counter. The value in the counter indicates how manywinning cards were found. If the value in the counter is zero, theprogram will prepare to perform some tests on the numbers that werefound to be needed in generating winning bingo combinations. If none ofthe said numbers were found, the program will loop back to the beginningof the play mode where a new number can be entered and played. As seenin FIG. 12, program segment passes control by way of segments 160A and160B, with segment 160A passing control to a portion of an overallprogram illustrated in FIG. 13 and with segment 160B passing control ifa NO answer is yielded therefrom to program segment 98A of FIG. 5(previously described), but if a YES answer is yielded from segment160B, segment 160B passes control to program segment 162, shown in FIG.13, composed of segments 162A, 162B, 162C, 162D and 162E.

[0091] Program segment 162 operates such that the numbers that werefound to be needed in generating winning bingo patterns are collectivelyreferred to as “set” numbers. These set numbers have been found togenerate a winning combination on a card, but they may not be the finalnumbers that are needed to win a game. If a game is being played inwhich only one winning card is needed to win the game, then all of theseset numbers are valid. But, if a game is being played in which more thanone winning card must reside on a sheet to win the game, then some, orall of these set numbers may have to be deleted. True set numbers canonly be valid if they can generate a winning condition. The only way totest the validity of these numbers is to play the numbers and determineif a winning condition occurs. If one occurs, then the number is valid.If not, then the number must be deleted. Upon completion, programsegment 162 passes control to program segment 164.

[0092] Program segment 164 causes the remaining set numbers, if any, tonow be displayed to the player via the LCD display (graphic display 18).As seen in FIG. 13, program segment 164 passes control to programsegment 98A of FIG. 5 (already described), and in a manner previouslymentioned with reference to FIG. 12, program segment 166 of FIG. 13receives control from program segment 160A.

[0093] Program segment 166 determines if a winning condition hasactually arisen. Different games require different numbers of winningbingo cards to reside on a board or sheet of paper before a winner canbe declared. A winner can be declared at this time if a game is beingplayed in which only one winning card is needed. If more than onewinning bingo card is needed, the program will loop back to thebeginning of the play mode where a new number can be entered and played.As seen in FIG. 13, a NO answer yielded from the analysis of programsegment 166 causes program segment 166 to pass control to programsegment 98C of FIG. 5 and, conversely, a YES answer causes programsegment 166 to pass control program segment 168 composed of segments168A, 168B, 168C, 168D and 168E of FIG. 13 and segments 168F and 168G ofFIG. 14.

[0094] Program segment 168 operates on the principle that if it wasdetermined that a winning condition has actually occurred, programsegment 168 displays each of the winning bingo cards via the LCD display(graphic display 18). Each winning bingo card will have its serialnumber displayed along with all the numbers on the winning card. Anynumber that is found to have been “electronically marked” will beindicated as such with a reverse imaging of the number. Program segment168 is commanded to display any other winning bingo cards that arecontained on the winning board or sheet whenever the “LOOK/DELETE” keyis pressed. Program segment 168 is further commanded to display anyother winning boards or sheets whenever the “PAPER GAME” key is pressed.The “LOOK/DELETE” key is again utilized to display each individualwinning bingo card on the board or sheet. Upon completion, that is whenprogram segment 168F yields a NO answer, program segment 168 passescontrol to program segment 170 composed of segments 170A, 170B, 170C and170D.

[0095] Program segment 170 operates on the principle that after all thewinning bingo cards have been displayed, the program will wait until theplayer commands it to begin preparation for a new game. This process isinitiated by pressing the “PAPER GAME” key of the control console 16when there are no more winning boards or sheets to be displayed. Programcontrol will now return to a game mode. Before the program enters thegame mode, it will test to see if a paper game had just been played. Ifa paper game has just been played, the program will clear the paper cardcount to zero. In other words, the program will interpret this asmeaning that there are no longer any paper cards stored in the bingocard storage area of RAM 26 of FIG. 1. The rules of bingo will onlyallow these cards to be played for one game only. New paper cards mustbe loaded for a new paper game. The program will then clear the LCDdisplay (graphic display 18) and install new information into it as wellas clear out program flags and any other parameters that must be set tozero in order to start a new game. Upon completion, program segment 170of FIG. 14 passes control back to program segment 74 of FIG. 2 thatclears the parameters and performs other house keeping functions neededto start the new game of bingo.

[0096] While playing Bingo, the player may also participate in asecondary game of chance that employs a form of lottery tickets. Thesetickets are also known as instants or pull-tabs. These tickets arenormally purchased from roaming vendors while the Bingo game is beingplayed. The player rips open the ticket to see if they have apredetermined pattern that indicates a winner. Such patterns include,but are not limited to, symbols, letters, numbers, words or phrases. Theplayer can then redeem the ticket upon receiving one with a winningpattern. The system of FIG. 1 contains the same information that wouldbe viewed on the ticket, but in electronic form. For users of the systemof FIG. 1, it means that their ticket will be displayed to thempictorially via the graphic LCD display (graphic display 18). For thesake of simplicity, (but not for any limitation with regard to the scopeof this invention) the explanation that is contained herein is for twotypes of instant tickets. Although, it is to be appreciated that thesystem of FIG. 1 is capable of playing a myriad of different types ofinstant tickets games. The operation of the electronic instant ticketsmay be described with reference back to FIG. 6 showing function keys F1,F2, F3, and F4.

[0097] The function keys (F1 through F4) are used to control theoperation of the instant ticket side of the program means, that is, theprogram running in the CPU 12 of FIG. 1. Each of the four function keysis further able to control a particular type of instant ticket that hasbeen electronically loaded into the system. In other words, F1 willallow a player to play on instant ticket #1, and F2 will allow a playerto play on instant ticket #2, and so on. As seen in FIG. 6, if any ofthe function keys F1, F2, F3 or F4 is depressed program segment 106 ofFIG. 6 passes control to program segment 172, shown in FIG. 15, composedof segments 172A, 172B, 172C and 172D.

[0098] Program segment 172 determines if a function key (F1 through F4)is pressed, and, if so, the system of FIG. 1 initiates play on theselected instant ticket. The system of FIG. 1 exits this portion of themonitor if no tickets were entered, or none is left to be played, forthe selected instant ticket. As seen in FIG. 15, if a NO answer isyielded from any of segments 172A, 172B, 172C, or 172D, control ispassed back to program segment 98A of FIG. 5 already discussed,otherwise program segment 172 passes control to program segment 174composed of segments 174A, 174B, 174C and 174D.

[0099] Program 174 operates so that the system of FIG. 1 randomly drawsfrom the tickets that are available for the selected instant ticket. Forexample, assume for the time being that the system of FIG. 1 operates onand includes a very common type of instant ticket for ticket #1 (programsegment 174A). One form of the ticket is comprised of many differentlevels of winning tickets where each level is defined by the value ofthe winnings. It may allow one grand prize for obtaining threepredetermined symbols and increasingly larger numbers of potentiallywinning tickets for lower prize values. These are sometimes referred toas “play backs.” The reference is associated with the low prize value ofsuch a winning ticket being redeemed for more instant tickets to beplayed. Further assume that the system of FIG. 1 operates on andincludes a progressive type of ticket for ticket #2 (program segment174B). A progressive type of ticket is one in which a predeterminednumber of tickets in a set will allow the bearer of a winning ticket topossibly collect a prize and continue playing on a different level for alarger grand prize. A progressive instant ticket can be comprised ofmany levels of play. Our example will assume to be playing on twolevels. The grand prize winner may be defined by having a judge withinthe game draw another ticket that contains a number that identifies oneof the bearers of the progressive tickets. Upon completion, programsegment 174 passes control to program segment 176, shown in FIG. 16,composed of segments 176A and 176B.

[0100] Program segment 176 determines if the drawn ticket is a winner. Awinning instant ticket is defined as any ticket that will offer any typeof prize to the player, no matter the size of the prize. Whether aplayer “draws” a winning ticket or not, the ticket will always bedisplayed to the player via the LCD display (graphic display 18 of FIG.1). Presentation of the ticket and its contents will serve as aconfirmation for the player. As seen in FIG. 16, program segment 176Adetermines a winner and program segment 176 passes (if the answer isYES) control to program segment 178.

[0101] Program segment 178 determines the cash payout. Moreparticularly, as determined by program segment 178, whenever a winninginstant ticket is obtained, the system of FIG. 1, in particular programsegment 178, determines the cash prize payout for the player. The sizeof the payout is based on many predetermined factors such as: a) theprice to the player to purchase the ticket; b) the type of instantticket being played; c) the odds of obtaining a card with apredetermined winning pattern; d) the number and amount of payouts to bemade for the complete set of instant tickets that were sold; and e) thelevel of the prize that was obtained. Increasingly larger numbers ofpotentially winning tickets are offered with lower payouts. As seen inFIG. 16, program segment 178 passes control to program segment 180.

[0102] Program segment 180 operates so that any payout that was won bythe player may be credited to an electronic cash account within thesystem of FIG. 1 for the player. The player can then return to a pointof sale (POS) terminal at a convenient time to receive his/her winningsor to have the account debited with the purchase of additional instanttickets. Upon completion, program segment 180 passes control to programsegment 182 composed of segments 182A and 182B.

[0103] Program segment 182 determines if the winning ticket is of theprogressive variety. If so, the serial number that is associated withthe ticket (the serial number identifies the set from which the ticketwas sold) will be saved. The ticket can now be used by the player in thenext level of progressive play. The winning instant ticket will now bedisplayed to the player which is accomplished by program segment 182passing control to program segment 176B which, in turn, passes controlto program segment 184 composed of segments 184A and 184B.

[0104] Program segment 184 determines if the PLAY key is pressed, and,if so, the system of FIG. 1 then returns to playing bingo cards.Conversely, if a function key (F1 through F4) is pressed, (previouslydiscussed with reference to FIG. 8) the overall program running in theCPU 12 of FIG. 1 sequence to program segment 186, shown in FIG. 17,composed of segments 186A, 186B, 186C and 186D.

[0105] Program segment 186 determines if a function key (F1 through F4)is pressed, and, if so, the system of FIG. 1 determines if anyprogressive tickets are still in play for the selected instant ticket.The system exits program segment 186 back to program segment 108C ofFIG. 7 if no tickets are still in play. Conversely, if tickets are inplay, program segment 186 passes control to program segment 188 composedof segments 188A, 188B, 188C and 188D.

[0106] Program segment 188 determines if any of the progressive tickets,that are still in play, contain the number that is currently beingentered by the player. The number would represent a number that wasimprinted on another ticket that was drawn by a judge, the sole purposeof which is to isolate one winning ticket. As seen in FIG. 17, uponcompletion program segment 188 passes control to program segment 190composed of segments 190A, 190B, and 190C.

[0107] Program segment 190 determines the payout to the player. Moreparticularly, if a winning instant ticket is obtained, program segment190 determines the cash prize payout for the player. As before, the sizeof the payout will be based on many predetermined factors such as: a)the price to the player to purchase the ticket; b) the type of instantticket being played; c) the odds of obtaining the sole winningprogressive ticket; and d) the number and amount of payouts to be madefor the complete set of instant tickets that were sold. Any payout thatwas won by the player may now be credited to an electronic cash accountwithin the system for the player. As before, the player can then returnto a point of sale (POS) terminal at a convenient time to receive theirwinnings or to have the account debited with the purchase of new instanttickets. Whether a player obtains a winning ticket or not, the ticketwill always be displayed to the player via the LCD display (graphicdisplay 18). Presentation of the ticket and its contents will serve as aconfirmation for the player. Upon completion, program segment 190 passescontrol back to program segment 184A of FIG. 15 which allows for thesystem of FIG. 1 to wait for the next play of the instant ticket.

[0108] In the overall operation, a player may enter the sheet number ofbingo cards to be played along with the same pattern to be played foreach and every game within the session of bingo that is to be played.Although such individual selection serves well its intended purpose, itis preferred that the programmable apparatus 10 of the present inventionbe fully preprogrammed with the brand, cut and collation of bingo paperto be used in a selected playing session along with the game patterns tobe played throughout the session. The preprogramming for a particularsession is referred to herein as a “schedule.” The player may inform theprogrammable apparatus 10 by means of control panel 16 as to whichschedule will be used and the identifying number for the book ofcollated bingo paper to be used with the schedule is then entered andthe programmable apparatus 10 is ready to play any game in the sessionat any time.

[0109] It should now be appreciated that the practice of the presentinvention provides prestored data representative of predeterminednumbers and prestored patterns both correlatable to the selected Bingogames and allows the Bingo games to be performed without the need ofburdening a player with the manipulation of any card reader device.

[0110] It should be further appreciated, that the present inventioncomputerizes the performance of a Bingo game, and provides for acommunication link with another system of the same invention or anothercomputer, via the modem 34 of FIG. 1, that allows for the performance ofa Bingo game via any personal computer or any Bingo aid connected to themodem 34.

[0111] It should also be appreciated that the practice of the presentinvention provides for an aid in allowing the user to perform an instantgame of chance characterized by a lottery ticket and having the benefitsof computerized assistance.

[0112] The programmable apparatus 10 having the step-by-step sequencesillustrated in FIGS. 2-17 provided for a game of Bingo and that of alottery ticket, may be merged so that both games are performed in asubstantially simultaneous manner, and both games have their respectivewin/lose status displayed on the graphic display 18 of FIG. 1.

[0113] It should be further appreciated that the present inventionprestores the contents of bingo cards that are played in prestored gameschedules. The prestored game schedules allow for players to selectprestored bingo cards and game patterns to be played. More particularly,the present invention prestores information for bingo cards that areused in a given portion of the marketplace without having to deal withstoring the information for every conceivable bingo card which is adifficult if not unachievable feat.

[0114] While not taking into account every conceivable bingo card, thepresent invention, in addition to prestored bingo cards of prestoredgame schedules, provides for the prestoring of preselected instantlottery style tickets that may be made available at a point-of-sale(POS) station. Further, the present invention provides the ability toset up prestored cash accounts via a POS station that can be debited topay for bingo cards and instant tickets while also crediting theseaccounts whenever a payer wins.

[0115] It should be further appreciated, that the present inventionprovides the ability to edit prestored information concerning the bingocards to be played within a given preprogrammed schedule. Said editingis accomplished via control panel 16 of the programmable apparatus 10.

[0116] It should be further appreciated, that the present inventionprovides for separate programming of the prestored schedules themselves.Without the benefits of this feature, the prestored schedule ofinformation may be generated as a database embedded within theassociated application software. Any desired changes in the prestoredschedule would require changes to be made to the database which is asomewhat difficult task by non-technical personnel.

[0117] In general, the present invention provides a means to accept andchange prestored schedules by technical or non-technical personnelthrough an application program being run on a personal computer. Theuser of said application program can compose up to 175 differentschedules that are stored within one file that can be fed serially fromthe personal computer to the programmable apparatus 10 of the presentinvention. The newly programmed apparatus 10 can then be used to programfurther programmable apparatuses 10 of the present invention with theapplication software for the present invention and the schedules. Theability to change existing schedules, or to create new ones, allows theprogrammable apparatus of the present invention to accommodate anychanges in bingo cards or bingo papers. The interactive dialogue betweenthe technical or non-technical personnel and the application programbeing run on a personal computer, hereinafter referred to as theschedule program, allows for editing existing prestored schedules or tocreate new ones. The schedule program is broken down into three mainparts: configure schedules, convert schedules and program schedules.

[0118] The configure schedules allows the user of the present inventionto assemble the order of games and define how the game of bingo will beplayed. The defined method of play is referred to as the schedule. Theconfigure schedules portion uses standard and common nomenclature toallow the user to select options and fill in blanks creating a databasefor each game schedule entered. Several schedules can be configuredtogether and programmed into the programmable apparatus 10 allowing theprogrammable apparatus 10 to be used during several different sessionswithout further reprogramming. The configure schedules are broken downinto card parameters and game parameters. The card parameters allow forthe type of bingo card to be played and how the bingo cards are collatedinto packets, or books, to be played by the player via the programmableapparatus 10. The game parameters allow for the selection of gamepatterns and parameters associated with each game. The informationentered by the user is entered into a database and saved to the memoryof the personal computer.

[0119] The convert schedules convert or format the schedule program'sdatabase into a binary database readable by the programmable apparatus10. The database is converted to a form that is collated and setup sothe data can be used by the programmable apparatus 10. With thisdatabase in the programmable apparatus 10, the programmable apparatus 10can transition from one game to the next without the user doing anythingto setup the next game before starting. This capability eliminatesconfusion and the possibility the user would enter something that wouldmake the programmable apparatus 10 play an unwanted game or play withunwanted parameters.

[0120] The program schedules read an ASCII text file generated from theconvert schedules section and may program it into the programmableapparatus 10 by communicating through a serial connection between astandard PC and the programmable apparatus 10. Only the database needsto be programmed into the programmable apparatus 10 as the residentprogram is already in the programmable apparatus 10 and can interpretthe information in the database to correctly play the next set of gamescorrectly. The schedule program of the present invention may bedescribed with reference to FIGS. 18 and 19 cumulatively illustrating aflow chart 192.

[0121] The flow chart 192 illustrating the scheduling program startswith the event (start) 194 of FIG. 18 which may be entered from thekeyboard of the personal computer. The start event 194 passes control toprogram segment 196 (open database) which is a portion of the convertschedule. Program segment 196 reads all the variables and then passescontrol to program segment 198.

[0122] Program segment 198 then opens a programming file and saves allderived information to the new file which is used for programming. Thefirst item saved to the programming file is the revision code which isused to verify the correct version for the resident program to be usedwithin the programming apparatus 10 that in turn will further be usingthe converted programming file. The next item saved to the programmingfile is the number of schedules in the database followed by the numberof games in each schedule. The handling of the scheduling parameters isaccomplished by program segment 202. When program segment 202 iscomplete it passes control to program segment 204.

[0123] Program segment 204, as well as sequential program segments 206and 210 (FIG. 19) make it convenient for the programmable apparatus 10to access the data by providing an offset, or the number of memorylocations, to the data for the first game in each schedule (segment204). The offset is calculated and entered into the programming filefollowed by a calculated offset, or number of memory locations, to thebeginning of each text message (segment 206). The user may define a textmessage, for each programmed schedule, to be displayed in the graphicdisplay 18 of the programmable apparatus 10. After this informationabout the database is entered into the programming file, the informationfor each schedule is entered into the programming file. After all theinformation for each schedule (segment 210) is entered another offset togame one of each schedule is calculated and entered into the programmingfile followed by the game information. The last item to be entered intothe programming file is the text messages (segment 214) to be displayedon the graphic display 18 of FIG. 1.

[0124] The program schedules of the schedule program 192 comprisesprogram segments 208 (FIG. 18) and 212 and 214 (FIG. 19). The programschedules read the file generated in the convert schedules section(segments 198, 202, 204, 206, and 210) and communicates the informationto the programmable apparatus 10 by way of program segments 202, 208,212 and 214. The programming file of segment 198 has one ASCII textnumber on each line and is normally 0 through 255. There can be numbersas large as 65535 however. When program segment 214 of FIG. 19 iscomplete it passes control to program segment 216.

[0125] Program segment 216 provides the housekeeping functions forclosing out the programming file of program segment 198 and when programsegment 216 is finished it passes control to event 218 which representsthe end of the schedule program 192 of FIGS. 18 and 19.

[0126] It is understood that the invention is not limited to thespecific embodiments herein illustrated and described but may beotherwise without departing from the spirit and scope of the invention.

What I claim is:
 1. A programmable apparatus for aiding a player in aninteractive manner in the performance of a game of chance comprising: aprocessor whose actions are directed by a computer program and having aplurality of ports; a readable memory for storing blocks of datarepresentative of predetermined numbers and also representative ofpredetermined patterns, said blocks of data being furnished from a mediahaving magnetic coded information which is accessible by means movablerelative to said information of said media, wherein said predeterminednumbers and patterns are correlated to each other to provide games ofchance and are capable of being accessed and manipulated by saidprocessor in response to said computer program; means connected to oneof said ports for providing an interactive dialogue between a playerusing the apparatus and said processor during the performance of saidgame of chance, said interactive means allowing the player using theapparatus to enter data associated with said game of chance; and meansconnected to one of said ports for providing a display of the storedblocks of data, the data entered by way of said interactive means, andintermediate and final stages of the performance of said game of chance.2. The programmable apparatus according to claim 1 further comprising;means for providing a communication protocol for said processor to adaptsaid processor to communicate with another processor.
 3. Theprogrammable apparatus according to claim 1 , wherein said readablememory of said programmable apparatus is a non-volatile memory and isre-programmable by way of a serial port of said programmable apparatus.4. The programmable apparatus according to claim 2 , wherein said meansfor providing a communication protocol comprises a modem and means forre-programming said another processor by way of said modem.
 5. Theprogrammable apparatus according to claim 1 further comprising; meansconnected to one of said ports for providing protection of said storeddata against unauthorized access.
 6. The programmable apparatusaccording to claim 1 further comprising; means connected to one of saidports for providing audio and visual indications in response to saidcomputer program.
 7. The programmable apparatus according to claim 1further comprising; a portable power source energizing said programmableapparatus comprising; (i) a battery charger circuit capable of beingenergized at its input stage by an external power source and providing ad.c. voltage at its output stage; (ii) a plurality of batteriesconnected across said output stage of said battery charger and arrangedto provide a cumulative voltage thereof; and (iii) a d.c. power supplyhaving its input stage connected to and excited by said cumulativevoltage and providing a plurality of d.c. voltages at its output stage.8. The programmable apparatus according to claim 7 , wherein saidplurality of d.c. voltages at the output stage of said d.c. power supplycomprises −17 volts; +5 volts; and +12 volts.
 9. The programmableapparatus according to claim 1 , wherein said readable memory furthercomprises; means for keeping an account of a cash amount which isdebited by a predetermined amount upon the completion of said game ofchance and credited by a predetermined amount, whenever said playersuccessfully wins said game of chance as determined by said computerprogram.
 10. The programmable apparatus according to claim 1 , whereinsaid data representative of both said predetermined numbers and saidpredetermined patterns are associated with a game of chance selectedfrom one of bingo and lottery tickets.
 11. The programmable apparatusaccording to claim 10 , wherein said selected bingo game of chance isone of two types of hard and special cards.
 12. The programmableapparatus according to claim 11 , wherein said bingo game of chancecomprises a predetermined pattern selected from the group consisting ofX shape, picture frame shape, fill-up shape, U-shape and C-shape.
 13. Acomputer readable storage medium encoded with machine-readable computerprogram code to define a predetermined schedule of Bingo cards, wherein,when the computer program is executed by a computer, the computerprogram code causes the computer to: (a) receive and store blocks ofpredetermined numbers and blocks of predetermined patterns with saidblock of numbers and patterns defining said schedule of Bingo cards,each block of numbers and each block of predetermined patterns beingrespectively correlatable to each other and representative of saiddefined Bingo cards; (b) process input requests to said computer so asto retrieve at least one of said defined Bingo cards comprised of arespective block of predetermined numbers and a respective block of apredetermined pattern; (c) process further input requests to saidcomputer corresponding to input numbers and comparing said input numbersagainst said numbers and patterns of said defined Bingo games anddetermining if a match exists therebetween; (d) process thematched/non-matched numbers against said predetermined patterns anddetermining if correspondence exists therebetween; and (e) continuingsteps (b), (c), and (d) until said step (b) is requested to respond toanother selected defined Bingo card.
 14. A computer readable storagemedium encoded with machine-readable computer program code to define apredetermined schedule of lottery game tickets, wherein, when thecomputer program is executed by a computer, the computer program codecauses the computer to: (a) receive and store blocks of predetermineddata comprising blocks of predetermined numbers and blocks ofpredetermined patterns with said blocks of numbers and patterns definingsaid predetermined schedule of lottery game tickets, each block ofnumbers and each block of predetermined patterns being respectivelycorrelatable to each other and representative of said defined lotterygame tickets; (b) process input requests to said computer so as toretrieve at least one of said defined lottery game tickets comprised ofa respective block of predetermined numbers and of a respective block ofa predetermined pattern; and (c) process input requests to said computercorresponding to input numbers and comparing said input numbers againstsaid numbers and patterns of said defined lottery game ticket anddetermining if a match exists therebetween.
 15. The computer readablestorage medium according to claim 13 , wherein step (c) furthercomprises comparing said input numbers against said predeterminednumbers of said defined Bingo cards and, if said input numbers matchsaid predetermined numbers except for one number therebetween, causingsaid computer to display said one unmatched number.
 16. The programmableapparatus according to claim 1 , wherein said readable memory furtherprestores a computer file containing an assortment of game schedules,each of said game schedules predefining the type, brand, cut andcollation of bingo cards to be played upon along with the game patternsagainst which said bingo cards are to be played.
 17. The programmableapparatus according to claim 16 further comprising means for editing andupdating said prestored game schedules.